Lazzero Dalvera

Vhaezil Fællanbóc's page

366 posts. Alias of Black Dow.


Pact Magic:
Cantrips: Eldritch Blast & Minor Illusion | 1st Level (2 slots): Hellish Rebuke, Command & Comprehend Languages


Human Fiend-Pact Warlock (Sage) 2 | HP: 19/19 | THP: 0/0 | AC: 14 | Prof. Bonus: +2 | Saves: Str+0, Dex+2, Con+3, Int+3, Wis+1, Cha+6 | Passive Perception 11 | Init +2 | Move: 30ft. | Modest Lifestyle (1gp/day)

About Vhaezil Fællanbóc


“Fléctere si néqueo súperos Acheronta movebo." ("If I cannot move heaven, I will raise hell.")

― Virgil, The Aeneid

““Knowledge is power. Power to do evil...or power to do good. Power itself is not evil. So knowledge itself is not evil.”

― Veronica Roth, Allegiant

“One must always be careful of books," said Tessa, "and what is inside them, for words have the power to change us.”

― Cassandra Clare, Clockwork Angel


Male Human Fiend-Pact Warlock (Sage) 2

Lawful Neutral Medium Humanoid
Speed: 30ft Unarmoured/30ft Armoured
Init: +2
Senses: Passive Perception 11

PROFICIENCY BONUS (attacks, saving throws, spell effects): +2


AC 14 (12 Studded Leather Armour + 2 Dex)
HP 19 (2d8 [13]; +6 Con)
SAVES: Strength +0; Dexterity +2; Constitution +3; Intelligence +3; Wisdom +1; Charisma +6


Melee: Mace +2 (1d6 Bludgeoning); Dagger +4 (1d4+2 Piercing)
Ranged: Dagger +4 (1d4+2 Piercing; Range 20/60)
Spell Attack modifier: +6 (Proficiency bonus + Charisma modifier)
Spell Save DC: 14 (8 + Proficiency bonus + Charisma modifier)


STR 11 (+0); DEX 15 (+2); CON 16 (+3); INT 16 (+3); WIS 08 (-1); CHA 18 (+4)


Age: Humans reach adulthood in their late teens and live less than a century.
Alignment: Humans tend toward no particular alignment. The best and the worst are found among them.
Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Optional Human Traits
Ability Score Increase: Two different ability scores of your choice increase by 1. DEX & CHA chosen
Skills: You gain proficiency in one skill of your choice.
Feat: You gain one feat of your choice. (Menacing selected)


You become fearsome to others, gaining the following benefits:

Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.


Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Armour: Light armour


You start with the following items, plus anything provided by your background.

• (a) a Light Crossbow and 20 bolts or (b) any simple weapon (a) chosen
• (a) a Component pouch or (b) an arcane focus (b) chosen
• (a) a Scholar's Pack or (b) a Dungeoneer's Pack (a) chosen
• Leather Armor, any simple weapon, and two daggers


Otherworldly Patron (The Fiend):

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. (Fiend Chosen - see below)

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

The Fiend: You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Fiend Pact Expanded Spell List:

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

1st: Burning Hands; Command
2nd: Blindness/Deafness; Scorching Ray
3rd: Fireball; Stinking Cloud
4th: Fire Shield; Wall of Fire
5th: Flame Strike; Hallow

Dark One's Blessing:

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). Currently 5HP (which last until they're depleted or you finish a long rest).

Pact Magic:

Your arcane research and the magic bestowed on you by your patron have given you facility with Spells.


You know two Cantrips of your choice from the warlock spell list. You learn additional warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Warlock table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your warlock Spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest.

For example, when you are 5th level, you have two 3rd-level Spell Slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level Spells of your choice from the warlock spell list.

You learn a new warlock spell every time you gain a level from 2 through 9, as well as at level 19. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock Spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have Spell Slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock Spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a warlock spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + Proficiency bonus + Charisma modifier
Spell Attack modifier = Proficiency bonus + Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock Spells.

Devil's Sight (2nd Level Eldritch Invocation):

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Eyes of the Rune Keeper:

You can read all writing.

CANTRIPS (2 Known): Eldritch Blast, Minor Illusion


1st LEVEL SPELLS (3 Known): Hellish Rebuke, Command, Comprehend Languages


You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

Skill Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp.

Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.
Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.
Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found.
Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

SKILLS: Arcana (+5), Deception (+6), History (+5), Intimidate (+6), Investigation (+5), Religion (+5)

LANGUAGES: Common, Elvish, Dwarven & Infernal

EQUIPMENT: Studded Leather Armour; Mace; Infernal Scroll - Arcane Focus; Daggers (2); Goodberries (3); Backpack - holding: Book of the History of The Grand Library of Carinthia; Bottle of Ink (2); Ink Pen; Bag of Sand; Iron Spikes (10); a Bell; Small Knife (2); a Quill; a Mess Kit; 4 Days Rations & Waterskin; 2 Scroll Cases - holding: 10 Sheets of Parchment & Letter from a dead colleague posing a question you have not yet been able to answer; a set of Common (Scholar's) Clothes; a Component Pouch; a Belt Pouch containing coin. (Trinket): A 1-ounce block made from an unknown material...


GP: 16
SP: 10


Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.

Personality Trait: I've read every book in the world’s greatest libraries—or I like to boast that I have.
Ideal: Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
Bond: I sold my soul for knowledge. I hope to do great deeds and win it back.
Flaw: I speak without really thinking through my words, invariably insulting others.


Height: 5'11 Weight: 180 lbs. Age: 24 (but looks much younger)

Vhaezil is very much of average height and build, blessed with piercing eyes and a handsome, almost angelic face. He is garbed in swathes of deep burgundy and black hemp cassock, topped by a heavy cowl. The leather armour he wears o'er his robes bears soot and scorch marks, whilst a full satchel, mace and crossbow are carried upon his person.

Held in his gloved hand he bears a bound scroll; akin perhaps to that of a ducal messenger, save its gilding is more ornate... and the parchment edges appear scorched and burn pocked. Finally - above the brow of his hood, the pentagram sigil of Hell and its servants is displayed.


Vhaezil hails from the small village of Krabben Cove, situated some 120 miles Southeast of Blackburn. Born into a family of fisherfolk, he was a smart child, but somewhat gullible; with his Da oft fond of saying “Sharp as a shark’s tooth that one, but hook, line and sinker he’ll swallow the bait!”.

So it was he seemed destined for a life of crab-pots and nets until his father was lost at sea when he was but 6 years old. His grief-stricken mother, fearful of losing more of her loved ones to the brine, was determined to focus the young lad’s aptitudes to a more scholarly (and less perilous) vocation.

So it was a year later that young 7 year old Vhaezil was accepted as a neophyte scrivener into The Grand Library of Carinthia; a reclusive sanctuary of knowledge and research. Within 10 years the young scribe had become recognised amongst his peers as an expert in the research and transcription of diabolic texts and scripture.

However the famed repute of the Grand Library and its sages eventually drew the attention of the Eternal Empire of the Dread Empress, who occupied the Kingdom of Vodune.

The Imperials sent a force of assassins to plunder a few specific tomes key to their grander design. Against mere scholars, the imperials faced little resistance - taking what they wanted, and putting the scholars to the sword and the library to the torch.

So it was a dying Vhaezil crawled his way to a hidden antechamber, full of the forbidden knowledge that he had studied for almost 17 years. Surrounded by the crackle of flames and stench of smoke, Vhaezil desperately pledged his soul to the dark powers...

....and found himself in the Bibliotheca Infernalis - the infamous Great Library of Hell, surrounded by stacks of his still smoldering books. Vhaezil was bound as a procurer for the library, sent searching for tomes and artifacts for the Dukes of Hell. Details hammered out, he reappeared amongst the blackened shell of the Grand Library; a single sheet scorched parchment bearing Infernal lettering clutched tightly to his chest.


Fællanbóc: (OE - Old English); from fællan (fell) and bóc (book)

Word Origin & History
fall O.E. feallan (class VII strong verb; past tense feoll, pp. feallen), from P.Gmc. *fallanan (cf. O.N. falla, O.H.G. fallan), from PIE base *phol- "to fall" (cf. Armenian p'ul "downfall," Lith. puola "to fall," O.Prus. aupallai "finds," lit. "falls upon").

fallen c.1400, pp. adj. from fall (v.). Used figuratively for "morally ruined" by 1620s. Meaning "those who have died" attested by 1765. Fallen angel is from 1680s; fallen woman by 1820.

scrivener "professional penman, copyist," late 14c., from scrivein "scribe" (c.1300), from O.Fr. escrivain "a writer, notary, clerk," from V.L. *scribanem, acc. of scriba "a scribe," from scribere (see script).

Proverbs/Sayings to use/bastardise:

The Gods send meat and the Devils send cooks.
Hell looks after its own.

Feats to consider:

Prerequisite: Proficiency with light armor
You have trained to master the use of medium armor and shields, gaining the following benefit:

- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with medium armor and shields.


Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Early Level Eldritch Invocation Options

Prerequisite: eldritch blast* cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Eldritch Sight

You can cast Detect Magic at will, without expending a spell slot.

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Fire, Brimstone & Plot (Campaign Stuff):

Dolgrin's Riddle:
"Halls of stone, reverberate, with hammer and anvil
Even as Water's gate rushes, and sun burns red
Stone and iron, jewel and gold,
Born of the ground, bring life to the cold
Mountain's heart, burning breathing,
Adalault's jewel, brightly shining"

Ikken's Infernal Intel:

"Bah, races with oral traditions should be exterminated. Regardless, Adalault has not escaped all mention in the records. Most are vague and not of much use, but there is one that might be of use. There is a treatise on the Duvan'Ku incursion. The Black City resided on your plane for a time and many peoples fought to keep Duvan'Ku's expedition forces in check until the city phased back into the outer dark. The treatise describes one such force as the dwarves of Adalault and that they were pushed into their own halls before driving back the invaders."

"What the book fails to mention is the location of this dwarf hold. A place that may hold the information is the ancient Duvan'Ku temple that still resides those mountains." The imp provides you with the general location and directions.

"The old temple may hold more specific details of the Duvan'Ku's actions and any other information you discover therein, may hold some minor interest for the Library."

Duvan'Ku: It's a city, spoken of only in the most cautious and fearful of tones. The festering jewel of a terrifying civilization that dominated another world. It's peoples worshiped death and chaos, and actively sought to bring about the end of all existence. Great powers rose up to bring about its downfall, but could not penetrate the city's defenses. In the end, a great ritual was unleashed that consumed many lives and, it is rumored, the divine spark of more than one deity. This magic still proved insufficient to destroy mighty Duvan'Ku, but did excise it from reality, like a piece of infected tissue. It now resides in the darkness between the worlds, drifting close enough to touch them on occasion, spewing forth death and destruction. (It's basically a metropolis in a pocket plane that occasionally touches other planes.)